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Asset in a different window

Posted:
Sat Jun 25, 2011 2:18 pm
by Clokio
It would be nice to have: images - sound in a side window. So we can choose from them.
Re: Asset in a different window

Posted:
Sat Jun 25, 2011 2:32 pm
by MrJolteon
Yeah, it would be a good idea to do that, but that would make GE look more like Game Maker(Which is a terrible tool, just saying)
Re: Asset in a different window

Posted:
Sat Jun 25, 2011 3:03 pm
by schnellboot
MrJolteon wrote:Yeah, it would be a good idea to do that, but that would make GE look more like Game Maker(Which is a terrible tool, just saying)
or unreal engine which is great
Re: Asset in a different window

Posted:
Sat Jun 25, 2011 4:23 pm
by Game A Gogo
This sounds like a feature for GE 2!
Re: Asset in a different window

Posted:
Sun Jun 26, 2011 1:39 pm
by lcl
schnellboot wrote:MrJolteon wrote:Yeah, it would be a good idea to do that, but that would make GE look more like Game Maker(Which is a terrible tool, just saying)
or unreal engine which is great
This is gonna be a little off-topic, but I've tried Unreal Development Kit (UDK) and that was very hard to get hang of..

Re: Asset in a different window

Posted:
Mon Jun 27, 2011 7:49 am
by Clokio
The idea also is to have the original actor that you paste on the game. And if you change the original, you change all their instance. Ex: you have a monster that dose certain thing. When you want to add something, like a new weapon it will have, or to have it creating less or more damage, Instead of changing all the instances one by one, if you have 100 it's a long way. WIth that idea, You change the original , and it update all the instances. So you change one instead of 100.
Re: Asset in a different window

Posted:
Mon Jun 27, 2011 7:53 am
by skydereign
That description matches perfectly with what clones are. Though your first post sounds more like inheritance. If you know how to use both those you can do exactly what it sounds like you are talking about. If you have one base actor and make many clones of it you can change one animation (or add one attack/feature) all of them change. Now if you wanted to have different actors with different animations (but the same events and features) all you need to do is make another actor and have its events inherit from the base actor. That way you have two actors that can have different animations but still be changeable and linked to a single one (for editing purposes).
Re: Asset in a different window

Posted:
Tue Jun 28, 2011 7:20 am
by Clokio
Ok, it's a good new about the clones. But I maintain the inheritance and assets on the side.